Intermediate Scene Representations

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3 papers in the last 28 days · 0.0% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

19 papers

Latest in Intermediate Scene Representations

Sep 8, 2026cs.CV

FIRE3D: Feed-forward Interactive 3D Scene Reconstruction Within A Minute

We present FIRE3D, a unified framework that takes a single RGB image or casual RGB video and transforms it into simulation-ready 3D scene assets for games and interactive applications in under a minute. At the core of FIRE3D is a feed-forward, end-to-end network that predicts a compositional scene representation from posed RGB-D observations estimated from the RGB capture, including the 6-DoF pose, bounding box, mesh, and texture for every object. By modeling the scene as a collection of discrete entities, FIRE3D produces amodally complete and simulation-ready environments where objects are physically decoupled and ready for interaction. Our framework requires no test-time optimization, runs orders of magnitude faster than prior interaction-ready methods, and provides object-level completeness beyond existing feed-forward 3D approaches. We demonstrate competitive or state-of-the-art results across pose accuracy, geometry completeness, and texture quality across various datasets while being orders of magnitudes faster. Project page: https://xiahongchi.github.io/Fire3D/
Hongchi Xia, Tianhang Cheng, Wei-Chiu Ma +1
Sep 8, 2026cs.RO

EvoNav-Bench: Benchmarking Lifelong Navigation in Evolving Environments

Lifelong navigation (LN) requires an embodied agent to solve a sequence of navigation subtasks in the same environment. Since solving each subtask from scratch incurs redundant exploration, an LN agent must consolidate experience from earlier stages and reuse it in later stages, often through persistent scene representations such as scene graphs or visual snapshots. However, existing approaches typically assume a stationary environment, whereas in real-world LN settings, human activities can cause the environment to evolve. With the stationary assumption violated, existing methods may fuse outdated prior observations with new observations, yet current benchmarks cannot reveal this failure mode. In this paper, we present EvoNav-Bench, which extends the GOAT-Bench style LN formulation in the context of evolving environments. Built on the ProcTHOR framework, EvoNav-Bench introduces environment modifications between navigation tasks, making prior experience useful but not fully reliable. This design enables controlled evaluation of how environment evolution affects LN agents that reuse prior scene observations. Using EvoNav-Bench, we benchmark three recent methods that build and reuse scene representations for navigation. We also compare three simple heuristic strategies for handling environment evolution: Frontier-Update, Fail-then-Update, and Stage-Reset. Our results show that existing methods are brittle under environment evolution, while the heuristic strategies enable a controlled analysis of how agents can adapt to scene changes and mitigate their impact.
Xilin Wang, Guoxi Zhang, Hongming Xu +3
Aug 31, 2026cs.CV

Vision Models Predict Urban Scene Appraisal with Limited Neural Alignment

Pretrained vision embeddings are increasingly used as general-purpose representations for modelling how people appraise urban scenes, and are validated almost entirely by how well they predict human ratings. High predictive accuracy does not establish that these embeddings organise scenes as human perception does. We test the two properties separately against brain data. Using openly released EEG from 63 adults who viewed and rated 56 Berlin street scenes, we estimate the representational geometry of the scenes over time, the proportion of that geometry that is explainable at all, and its correspondence with seventeen feature spaces spanning language-supervised, self-supervised, category-supervised and dense-prediction training, two orders of magnitude of scale, and interpretable controls. Correspondence is low throughout: the best representation, DINOv2 ViT-B, reaches 29.6% of the lower bound of the noise ceiling, the panel spans 11.0% to 29.6%, and a Gabor energy descriptor is indistinguishable from the best model while outperforming every language-supervised model tested. Within a model, deeper layers still match later neural responses, so the hierarchical correspondence found for object recognition survives even at this low overall level. The same embeddings predict held-out appraisal ratings well, up to r = 0.87, and the two measures do not track each other across models; reweighting features towards the neural geometry lowers appraisal prediction for every model tested, against a control of matched dimensionality. Predicting how a street is appraised is therefore weak evidence that a model represents the street as the brain does. The benchmark uses only public data and requires no training, so evaluating a new representation needs only its embeddings for 55 images.
Kaizhen Tan, Yuantao Deng
Aug 11, 2026cs.RO

PBD-AG: Persistent Baseline-Delta Active Graphs with Uncertainty-Aware Inspection for Long-Horizon Service Robots

Long-horizon service robots require persistent world models that can be built autonomously in unseen environments and revised as task-relevant objects change. Existing methods rely on online mapping, which accumulates localization and observation errors, static scene representations that cannot capture persistent object changes, or holistic vision-language predictions that lack verifiable 3D geometric evidence. We present PBD-AG, a persistent baseline-delta active graph framework that decouples robot-verified stable fixtures from revisable dynamic object events. Under our framework, the robot autonomously bootstraps the structural baseline from onboard exploration and inspects discovered fixtures to ground hierarchical object beliefs. PBD-AG maintains reliability-weighted object states over geometry, semantics, identity, existence, and support relations, utilizing a geometric visibility gate to mitigate false deletions under occlusion. Inspection viewpoints are selected by a graph-conditioned policy that balances target coverage, travel cost, collision risk, and redundant observation. Simulation experiments in multiple environments and under controlled dynamic evaluation show higher aggregate coarse-fixture F1 than capability-matched controls, as well as stronger identity continuity and event recall. A qualitative physical-robot demonstration further illustrates integration with onboard sensing, providing a traceable world model for long-horizon robotic perception. The project page of PBD-AG is available at https://shuobao214.github.io/PBD-AG/
Shuo Bao, Wei Dong, Shuyue Zhang +8
Aug 11, 2026cs.CV

DriveVLA-M0: Failure-Aware Memory Augmentation for Autonomous Driving

Vision-Language-Action (VLA) models have recently emerged as a promising paradigm for end-to-end autonomous driving by enabling unified reasoning across perception, language, and planning. However, existing approaches lack mechanisms to exploit past failures or adapt to distribution shifts, causing the model to persistently underperform on similar scenarios where it has previously failed. In this paper, we propose DriveVLA-M0, a retrieval-augmented VLA with failure-aware latent memory. We construct a latent memory pool that stores failure cases along with their structure scene representations and expert trajectory labels, and design a dedicated Retrieve Model that decouples static road structure and dynamic agent interactions to enable structurally grounded retrieval. At inference time, retrieved cases are injected into the model via a lightweight decoupled LoRA-based test-time training (TTT) mechanism, allowing targeted and scenario-specific correction without modifying the backbone. Extensive experiments on NAVSIMv1 and NAVSIMv2 benchmark demonstrate that our approach consistently outperforms prior methods, achieving 94.1 PDMS on Navtest and 47.0 EPDMS on Navhard with only 26.44 ms TTT backward latency overhead. Furthermore, we show that DriveVLA-M0 scales effectively with additional memory, enabling training-free performance gains through memory expansion. The code is available at https://github.com/ZebinX/DriveVLA-M0.
Zebin Xing, Yupeng Zheng, Qiang Chen +10
Jul 22, 2026cs.CV

OffNadirLoc: Benchmark and Framework for Challenging UAV-to-Satellite Geo-Localization under Large Off-Nadir Views

Cross-view geo-localization between UAV and satellite imagery remains a fundamental yet highly challenging task, especially under large off-nadir views where drastic perspective distortions, occlusions, and appearance gaps occur. Existing benchmarks and methods primarily focus on near-nadir scenarios and often overlook the importance of structural scene understanding and intra-domain relational constraints, limiting their performance in real-world deployments. In this work, we introduce OffNadirLoc, a new benchmark for large off-nadir UAV-to-satellite geo-localization. To tackle the unique challenges posed by off-nadir perspectives, we further propose ONLoc, a framework that incorporates a structure-aware contextual weighting mechanism to dynamically emphasize reliable local features while suppressing ambiguous or repetitive regions. Additionally, we design a view-coherent learning strategy, which treats one satellite image and the corresponding UAV images from multiple views as a cohesive semantic group. This set-level supervision enables the model to learn viewpoint-invariant and discriminative features, making it more effective at capturing multi-view consistency than conventional pairwise contrastive learning. Extensive experiments on the OffNadirLoc benchmark and four near-nadir datasets demonstrate that our method consistently outperforms state-of-the-art approaches while exhibiting strong zero-shot generalization to unseen datasets without additional training. The code will be released at https://montalario.github.io/offnadirloc/.
Qian Qiao, Wenye Liu, Ting Liu +2
Jul 15, 2026cs.CV

KK-NeAS: Scalable Multi-Material CT Reconstruction Using Neural SDFs

Computed Tomography (CT) carries significant ionizing radiation risks, driving the need for sparse-view reconstruction. Implicit scene representations (ISRs) address this by recovering continuous volumetric attenuation fields directly from sparse projections, and recent geometry-aware extensions jointly model surface geometry alongside attenuation to improve fidelity and enable clean tissue segmentation without manual thresholding. However, these methods remain limited by manually tuned attenuation bounds and rigid two-material constraints. This paper proposes KK-NeAS, a unified and scalable architecture for automated, multi-material surface reconstruction. We replace independent material networks with a shared latent backbone and introduce a fully differentiable KK-material sequential soft selector to model an arbitrary number of overlapping tissues. To eliminate manual tuning, we automate attenuation bounding using a Gaussian Mixture Model (GMM) and implement a scheduled auxiliary floater loss to mitigate geometric hallucinations common under extreme sparsity. Evaluated across four clinical Cone-Beam CT (CBCT) datasets, KK-NeAS successfully scales to arbitrary material counts, achieving superior 3D volumetric fidelity at K=3K=3 materials on complex multi-tissue regions such as the Abdomen (33.28 dB33.28\text{ dB} 3D PSNR vs. 31.40 dB31.40\text{ dB} single-material NeAS baseline, a +1.88 dB+1.88\text{ dB} improvement). Furthermore, our model exhibits enhanced robustness under sparse-sampling conditions, outperforming baseline 3D PSNR by up to 1.17 dB1.17\text{ dB} under 5- and 10-view constraints.
Daksh K. Shah, Emmanouil Nikolakakis, Razvan Marinescu
Jun 24, 2026cs.RO

Learning Robot Visual Navigation in Crowds via Intention-Aware Scene Representations

Robot crowd navigation requires the ability to infer human intentions while accounting for the structural constraints of the environment. Currently, deep reinforcement learning (DRL) provides a promising method for learning navigation policies that understand human intentions. However, most of them rely on limited scene representations, treating pedestrians as simple 2D points and ignoring rich visual cues from both humans and the environment. To address this issue, we introduce iCrowdNav, a novel visual crowd navigation method with intention-aware scene representations, to encode behavioral and structural context from egocentric visual observations. Our method employs two key components: a spatio-temporal encoder for extracting occupancy features of the scene, and Intent-Interact Former (I2^2 Former), an attention-based module that encodes human poses to infer pedestrians' motion intentions. These features are integrated into a compact state embedding that supports effective DRL policy training. Extensive experiments show that our method achieves superior performance over baselines, and real-world deployment demonstrates vision-based crowd navigation.
Han Bao, Bingyi Xia, Hanjing Ye +5
Jun 12, 2026cs.LG

More with LESS -- Local Scene Representations for Tactile Imaging

Tactile imaging seeks to reconstruct the internal structure of soft objects through touch sensing, with applications in medical diagnosis and robotic manipulation. Recent self-supervised learning approaches have shown promising results, but rely on global, unstructured representations and robot-controlled sensing, limiting generalization and practical use. We propose Local Encoder for Spatial Sensing (LESS), an object-centric tactile representation that exploits the local nature of touch. The tactile scene is modeled as a grid of recurrent encoders with local receptive fields, whose states are fused to reconstruct 2D or 3D images of internal structure. This compositional design enables strong generalization: models trained on single-inclusion phantoms accurately image objects with multiple inclusions and varying sizes. The local structure further supports spatial uncertainty estimation. In addition, we enable hand-held tactile imaging via external pose tracking and human-like palpation data, and extend tactile imaging to full 3D reconstruction.
Zohar Rimon, Elisei Shafer, Tal Tepper +4
Jun 9, 2026cs.CV

PT-WNO: Point Transformer with Wavelet Neural Operator for 3D Point Cloud Semantic Segmentation

Point cloud semantic segmentation requires architectures that capture both fine-grained local geometry and broad global scene structure. Transformer-based networks have demonstrated strong performance by focusing on detailed local feature aggregation; however, global context is conveyed primarily through skip connections across encoder-decoder stages, which we argue is insufficient for full scene understanding. We hypothesize that augmenting skip connections with a learnable global feature extraction module allows the network to acquire scene-level knowledge before descending into local detail, leading to richer and more contextually grounded representations. To this end, we propose Point Transformer with Wavelet Neural Operato (PT-WNO), which integrates a shared Wavelet Neural Operator (WNO) branch alongside the skip connections of a point cloud transformer backbone. At each encoder-decoder transition, point features are projected onto a dense 3D volumetric grid where the WNO captures multi-scale global spectral context through learnable wavelet decomposition and reconstruction. These global features are fused back into the network via lightweight adapters, complementing rather than replacing the existing skip connections. Experiments on four large-scale 3D point cloud benchmarks demonstrate the effectiveness of PT-WNO. On S3DIS (Area 5), PT-WNO achieves 71.59% mIoU, outperforming the Point Transformer v3 (PTv3) baseline by +1.03 points. On DALES it achieves 81.05% mIoU (+1.47 over the baseline). On ScanNet~v2, PT-WNO obtains 76.19% mIoU, remaining competitive with the baseline (76.36%).
Nhut Le, Maryam Rahnemoonfar
May 26, 2026cs.CV

Structure over Pixels: Learning Variable-Length Visual Programs

Discrete visual tokenizers translate images into ordered sequences of codes, providing a natural representation for structural description of scenes. Yet existing adaptive tokenizers either require post-hoc search or select among a discrete set of pre-trained rates, rather than learning a continuous per-image sequence length coupled to the model and scene, and they typically train against pixel reconstruction, emphasizing texture rather than structure. We propose STROP, a discrete visual tokenizer architecture that forms structural scene representations and simultaneously learns how long an image's visual program should be. Using a four-phase curriculum supervised by local rate--distortion probes against frozen DINOv3 features, STROP optimizes a dedicated length head that estimates the active prefix length in a single forward pass. By bypassing pixel-level reconstruction gradients, the codebook is shaped entirely by the quality of higher-level latent representations. Program length grows with scene complexity, and signs of compositional structure emerge both in downstream dense-prediction transfer and in direct inspection of the learned code vocabulary.
Piotr Wyrwiński, Kacper Dobek, Krzysztof Krawiec
May 26, 2026cs.CV

OSMa-Bench++: Toward Open-Ended Benchmarking of Semantic Mapping for Manipulation with Prompt-Generated Synthetic Scenes

Semantic mapping methods are increasingly used as intermediate scene representations for downstream robotic reasoning and manipulation, yet their evaluation is still largely tied to fixed benchmark datasets with limited coverage of manipulation-relevant corner cases. In this work, we extend OSMa-Bench toward controllable benchmarking with prompt-generated synthetic indoor scenes. Our pipeline automatically generates scene descriptions, synthesizes corresponding environments with SceneSmith, and adapts the resulting assets into an OSMa-Bench-compatible simulation format. This adaptation requires a nontrivial intermediate layer, including semantic normalization, material and texture repair, shader fallback policies, floor handling, navigation setup, and controlled lighting configuration. A key advantage of the proposed setup is that the original scene-generation prompt is known in advance and can therefore serve as an auxiliary semantic specification of the intended scene. We use this property to extend the VQA component of OSMa-Bench with a prompt-grounded question category. The resulting framework supports targeted stress-testing of semantic scene representations under conditions such as clutter, small objects, partial occlusions, and lighting variation, and makes benchmarking more extensible and better aligned with downstream manipulation requirements. Our code is available at https://github.com/be2rlab/OSMa-Bench-v2.
Regina Kurkova, Maxim Popov, Sergey Kolyubin
May 22, 2026cs.CV

DRIVESPATIAL: A Benchmark for Spatiotemporal Intelligence in VLMs for Autonomous Driving

Spatiotemporal intelligence in autonomous driving (AD) requires an agent to integrate multi-view observations into a coherent scene representation, maintain object continuity across viewpoints and time, and reason about spatial relations, interactions, and future dynamics. However, existing AD vision-language benchmarks largely focus on single-view, static, ego-centric, or single-source question answering, leaving it unclear whether current Vision-Language Models (VLMs) can truly construct and reason over dynamic driving scenes. We introduce DriveSpatial, a benchmark of 15.6K human-verified QA pairs across 20 tasks from five large-scale AD datasets. DriveSpatial evaluates four abilities: Cognitive Scene Construction, Multi-view Relational Understanding, Temporal Reasoning, and Generalization. Unlike prior benchmarks, DriveSpatial is generated from a dynamic multi-relational scene graph that encodes object states, spatial relations, interactions, camera visibility, and temporal correspondences, enabling QA pairs that enforce genuine cross-view and spatiotemporal reasoning. Evaluating 15 representative VLMs reveals a substantial human-model gap: the strongest model trails humans by 28.4 points, with Cognitive Scene Construction emerging as the key bottleneck. Further diagnostics show that language-only prompting is insufficient, while explicit BEV grounding consistently improves performance. These results suggest that current VLMs lack the scene-construction ability needed for reliable spatiotemporal driving intelligence. DriveSpatial and its construction pipeline will be released to support future research.
Hao Vo, Khoa Vo, Phu Loc Nguyen +10
May 18, 2026cs.AI

WorldString: Actionable World Representation

Inspired by the emergent behaviors in large language models that generalized human intelligence, the research community is pursuing similar emergent capabilities within world models, with a emphasis on modeling the physical world. Within the scope of physical world model, objects are the fundamental primitives that constitute physical reality. From humans to computers, nearly everything we interact with is an object. These objects are rarely static; they are actionable entities with varying states determined by their intrinsic properties. While current methods approach object action states either via video generation or dynamic scene reconstruction, none explicitly model this basic element in a unified, principled way to build an actionable object representation. We propose WorldString, a neural architecture capable of modeling the state manifold of real-world objects by learning directly from point clouds or RGB-D video streams. Serving as a versatile digital twin, it acts as a foundational building block for physical world models; thus, we name it WorldString. Sweetly, its fully differentiable structure seamlessly enables future integration with policy learning and neural dynamics.
Kunqi Xu, Jitao Li, Jianglong Ye +4
May 10, 2026cs.AI

SKG-VLA: Scene Knowledge Graph Priors for Structured Scene Semantics and Multimodal Reasoning for Decision Making

Decision making in large-scale complaint handling systems increasingly relies on heterogeneous evidence, including complaint narratives, screenshots, order metadata, historical interactions, and platform policies. Existing complaint understanding systems mainly perform shallow classification or template matching over isolated modalities, while underutilizing explicit scene structure, rule knowledge, and cross-evidence dependencies. To address this limitation, we present SKG-VLA for multimodal complaint decision making. The core idea is to model each case as a structured complaint scene and represent its decision-relevant semantics with a \emph{Scene Knowledge Graph} (SKG), which organizes complaint entities, evidence items, policy clauses, temporal events, transactional states, and action-relevant relations into a unified graph. Based on SKG, we build a data synthesis pipeline that generates complaint scene descriptions, rule-consistent graph generalizations, question-answer supervision, and decision recommendations. We further construct a large-scale complaint scene dataset with both text-only and multimodal in-domain benchmarks. Finally, we adopt a three-stage training strategy -- domain-adaptive pre-training, task-oriented instruction fine-tuning, and end-to-end multimodal alignment -- to inject structured scene priors into a multimodal decision model. Experiments show that SKG-VLA consistently improves policy-grounded reasoning, complaint decision accuracy, long-tail generalization, and robustness under incomplete evidence.
Zeyu Li, Lei Li
May 7, 2026cs.CV

Render, Don't Decode: Weight-Space World Models with Latent Structural Disentanglement

Training world models on vast quantities of unlabelled videos is a critical step toward fully autonomous intelligence. However, the prevailing paradigm of encoding raw pixels into opaque latent spaces and relying on heavy decoders for reconstruction leaves these models computationally expensive and uninterpretable. We address this problem by introducing NOVA, a world modelling framework that represents the system state as the weights and biases of an auxiliary coordinate-based implicit neural representation (INR). This structured representation is analytically rendered, which eliminates the decoder bottleneck while conferring compactness, portability, and zero-shot super-resolution. Furthermore, like most latent action models, NOVA can be distilled into a context-dependent video generator via an action-matching objective. Surprisingly, without resorting to auxiliary losses or adversarial objectives, NOVA can disentangle structural scene components such as background, foreground, and inter-frame motion, enabling users to edit either content or dynamics without compromising the other. We validate our framework on several challenging datasets, achieving strong controllable forecasting while operating on a single consumer GPU at \sim40M parameters. Ultimately, structured representations like INRs not only enhance our understanding of latent dynamics but also pave the way for immersive and customisable virtual experiences.
Roussel Desmond Nzoyem, Mauro Comi
May 1, 2026cs.CV

Modeling Subjective Urban Perception with Human Gaze

Urban perception describes how people subjectively evaluate urban environments, shaping how cities are experienced and understood. Existing computational approaches primarily model urban perception directly from street view images, but largely ignore the human perceptual process through which such judgments are formed. In this paper, we introduce Place Pulse-Gaze, an urban perception dataset that augments street view images with synchronized eye-tracking recordings and individual perception labels. Based on this dataset, we propose a Gaze-Guided Urban Perception Framework to study how gaze behavior contributes to the modeling of subjective urban perception. The framework systematically investigates three complementary settings: gaze-only modeling, gaze fusion with explicit semantic scene representations, and gaze fusion with implicit richer visual representations. Experiments show that gaze alone already carries useful predictive signals for subjective urban perception, and that integrating gaze with scene representations further improves prediction under both semantic and richer visual representations. Overall, our findings highlight the importance of incorporating human perceptual processes into urban scene understanding and open a direction for gaze-guided multimodal urban computing.
Lin Che, Xi Wang, Marc Pollefeys +3
May 1, 2026cs.CV

Depth-Guided Privacy-Preserving Visual Localization Using 3D Sphere Clouds

The emergence of deep neural networks capable of revealing high-fidelity scene details from sparse 3D point clouds has raised significant privacy concerns in visual localization involving private maps. Lifting map points to randomly oriented 3D lines is a well-known approach for obstructing undesired recovery of the scene images, but these lines are vulnerable to a density-based attack that can recover the point cloud geometry by observing the neighborhood statistics of lines. With the aim of nullifying this attack, we present a new privacy-preserving scene representation called \emph{sphere cloud}, which is constructed by lifting all points to 3D lines crossing the centroid of the map, resembling points on the unit sphere. Since lines are most dense at the map centroid, the sphere cloud mislead the density-based attack algorithm to incorrectly yield points at the centroid, effectively neutralizing the attack. Nevertheless, this advantage comes at the cost of i) a new type of attack that may directly recover images from this cloud representation and ii) unresolved translation scale for camera pose estimation. To address these issues, we introduce a simple yet effective cloud construction strategy to thwart new attack and propose an efficient localization framework to guide the translation scale by utilizing absolute depth maps acquired from on-device time-of-flight (ToF) sensors. Experimental results on public RGB-D datasets demonstrate sphere cloud achieves competitive privacy-preserving ability and localization runtime while not excessively compensating the pose estimation accuracy compared to other depth-guided localization methods.
Heejoon Moon, Jongwoo Lee, Jeonggon Kim +1
Apr 23, 2026cs.CV

WildSplatter: Feed-forward 3D Gaussian Splatting with Appearance Control from Unconstrained Images

We propose WildSplatter, a feed-forward 3D Gaussian Splatting (3DGS) model for unconstrained images with unknown camera parameters and varying lighting conditions. 3DGS is an effective scene representation that enables high-quality, real-time rendering; however, it typically requires iterative optimization and multi-view images captured under consistent lighting with known camera parameters. WildSplatter is trained on unconstrained photo collections and jointly learns 3D Gaussians and appearance embeddings conditioned on input images. This design enables flexible modulation of Gaussian colors to represent significant variations in lighting and appearance. Our method reconstructs 3D Gaussians from sparse input views in under one second, while also enabling appearance control under diverse lighting conditions. Experimental results demonstrate that our approach outperforms existing pose-free 3DGS methods on challenging real-world datasets with varying illumination.
Yuki Fujimura, Takahiro Kushida, Kazuya Kitano +2